imgui_impl_dx11.cpp 30 KB

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  1. // dear imgui: Renderer for DirectX11
  2. // This needs to be used along with a Platform Binding (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  14. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  15. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  16. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  17. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  18. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  19. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  20. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  21. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  22. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  23. // 2016-05-07: DirectX11: Disabling depth-write.
  24. #include "imgui.h"
  25. #include "imgui_impl_dx11.h"
  26. // DirectX
  27. #include <stdio.h>
  28. #include <d3d11.h>
  29. #include <d3dcompiler.h>
  30. #ifdef _MSC_VER
  31. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  32. #endif
  33. // DirectX data
  34. static ID3D11Device* g_pd3dDevice = NULL;
  35. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  36. static IDXGIFactory* g_pFactory = NULL;
  37. static ID3D11Buffer* g_pVB = NULL;
  38. static ID3D11Buffer* g_pIB = NULL;
  39. static ID3D10Blob* g_pVertexShaderBlob = NULL;
  40. static ID3D11VertexShader* g_pVertexShader = NULL;
  41. static ID3D11InputLayout* g_pInputLayout = NULL;
  42. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  43. static ID3D10Blob* g_pPixelShaderBlob = NULL;
  44. static ID3D11PixelShader* g_pPixelShader = NULL;
  45. static ID3D11SamplerState* g_pFontSampler = NULL;
  46. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  47. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  48. static ID3D11BlendState* g_pBlendState = NULL;
  49. static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  50. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  51. struct VERTEX_CONSTANT_BUFFER
  52. {
  53. float mvp[4][4];
  54. };
  55. // Forward Declarations
  56. static void ImGui_ImplDX11_InitPlatformInterface();
  57. static void ImGui_ImplDX11_ShutdownPlatformInterface();
  58. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
  59. {
  60. // Setup viewport
  61. D3D11_VIEWPORT vp;
  62. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  63. vp.Width = draw_data->DisplaySize.x;
  64. vp.Height = draw_data->DisplaySize.y;
  65. vp.MinDepth = 0.0f;
  66. vp.MaxDepth = 1.0f;
  67. vp.TopLeftX = vp.TopLeftY = 0;
  68. ctx->RSSetViewports(1, &vp);
  69. // Setup shader and vertex buffers
  70. unsigned int stride = sizeof(ImDrawVert);
  71. unsigned int offset = 0;
  72. ctx->IASetInputLayout(g_pInputLayout);
  73. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  74. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  75. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  76. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  77. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  78. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  79. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  80. // Setup blend state
  81. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  82. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  83. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  84. ctx->RSSetState(g_pRasterizerState);
  85. }
  86. // Render function
  87. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  88. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  89. {
  90. // Avoid rendering when minimized
  91. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  92. return;
  93. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  94. // Create and grow vertex/index buffers if needed
  95. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  96. {
  97. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  98. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  99. D3D11_BUFFER_DESC desc;
  100. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  101. desc.Usage = D3D11_USAGE_DYNAMIC;
  102. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  103. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  104. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  105. desc.MiscFlags = 0;
  106. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  107. return;
  108. }
  109. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  110. {
  111. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  112. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  113. D3D11_BUFFER_DESC desc;
  114. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  115. desc.Usage = D3D11_USAGE_DYNAMIC;
  116. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  117. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  118. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  119. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  120. return;
  121. }
  122. // Upload vertex/index data into a single contiguous GPU buffer
  123. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  124. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  125. return;
  126. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  127. return;
  128. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  129. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  130. for (int n = 0; n < draw_data->CmdListsCount; n++)
  131. {
  132. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  133. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  134. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  135. vtx_dst += cmd_list->VtxBuffer.Size;
  136. idx_dst += cmd_list->IdxBuffer.Size;
  137. }
  138. ctx->Unmap(g_pVB, 0);
  139. ctx->Unmap(g_pIB, 0);
  140. // Setup orthographic projection matrix into our constant buffer
  141. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
  142. {
  143. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  144. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  145. return;
  146. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  147. float L = draw_data->DisplayPos.x;
  148. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  149. float T = draw_data->DisplayPos.y;
  150. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  151. float mvp[4][4] =
  152. {
  153. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  154. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  155. { 0.0f, 0.0f, 0.5f, 0.0f },
  156. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  157. };
  158. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  159. ctx->Unmap(g_pVertexConstantBuffer, 0);
  160. }
  161. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  162. struct BACKUP_DX11_STATE
  163. {
  164. UINT ScissorRectsCount, ViewportsCount;
  165. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  166. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  167. ID3D11RasterizerState* RS;
  168. ID3D11BlendState* BlendState;
  169. FLOAT BlendFactor[4];
  170. UINT SampleMask;
  171. UINT StencilRef;
  172. ID3D11DepthStencilState* DepthStencilState;
  173. ID3D11ShaderResourceView* PSShaderResource;
  174. ID3D11SamplerState* PSSampler;
  175. ID3D11PixelShader* PS;
  176. ID3D11VertexShader* VS;
  177. UINT PSInstancesCount, VSInstancesCount;
  178. ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
  179. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  180. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  181. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  182. DXGI_FORMAT IndexBufferFormat;
  183. ID3D11InputLayout* InputLayout;
  184. };
  185. BACKUP_DX11_STATE old;
  186. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  187. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  188. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  189. ctx->RSGetState(&old.RS);
  190. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  191. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  192. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  193. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  194. old.PSInstancesCount = old.VSInstancesCount = 256;
  195. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  196. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  197. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  198. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  199. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  200. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  201. ctx->IAGetInputLayout(&old.InputLayout);
  202. // Setup desired DX state
  203. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  204. // Render command lists
  205. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  206. int global_idx_offset = 0;
  207. int global_vtx_offset = 0;
  208. ImVec2 clip_off = draw_data->DisplayPos;
  209. for (int n = 0; n < draw_data->CmdListsCount; n++)
  210. {
  211. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  212. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  213. {
  214. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  215. if (pcmd->UserCallback != NULL)
  216. {
  217. // User callback, registered via ImDrawList::AddCallback()
  218. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  219. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  220. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  221. else
  222. pcmd->UserCallback(cmd_list, pcmd);
  223. }
  224. else
  225. {
  226. // Apply scissor/clipping rectangle
  227. const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
  228. ctx->RSSetScissorRects(1, &r);
  229. // Bind texture, Draw
  230. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
  231. ctx->PSSetShaderResources(0, 1, &texture_srv);
  232. ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  233. }
  234. }
  235. global_idx_offset += cmd_list->IdxBuffer.Size;
  236. global_vtx_offset += cmd_list->VtxBuffer.Size;
  237. }
  238. // Restore modified DX state
  239. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  240. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  241. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  242. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  243. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  244. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  245. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  246. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  247. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  248. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  249. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  250. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  251. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  252. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  253. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  254. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  255. }
  256. static void ImGui_ImplDX11_CreateFontsTexture()
  257. {
  258. // Build texture atlas
  259. ImGuiIO& io = ImGui::GetIO();
  260. unsigned char* pixels;
  261. int width, height;
  262. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  263. // Upload texture to graphics system
  264. {
  265. D3D11_TEXTURE2D_DESC desc;
  266. ZeroMemory(&desc, sizeof(desc));
  267. desc.Width = width;
  268. desc.Height = height;
  269. desc.MipLevels = 1;
  270. desc.ArraySize = 1;
  271. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  272. desc.SampleDesc.Count = 1;
  273. desc.Usage = D3D11_USAGE_DEFAULT;
  274. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  275. desc.CPUAccessFlags = 0;
  276. ID3D11Texture2D *pTexture = NULL;
  277. D3D11_SUBRESOURCE_DATA subResource;
  278. subResource.pSysMem = pixels;
  279. subResource.SysMemPitch = desc.Width * 4;
  280. subResource.SysMemSlicePitch = 0;
  281. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  282. // Create texture view
  283. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  284. ZeroMemory(&srvDesc, sizeof(srvDesc));
  285. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  286. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  287. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  288. srvDesc.Texture2D.MostDetailedMip = 0;
  289. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  290. pTexture->Release();
  291. }
  292. // Store our identifier
  293. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  294. // Create texture sampler
  295. {
  296. D3D11_SAMPLER_DESC desc;
  297. ZeroMemory(&desc, sizeof(desc));
  298. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  299. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  300. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  301. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  302. desc.MipLODBias = 0.f;
  303. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  304. desc.MinLOD = 0.f;
  305. desc.MaxLOD = 0.f;
  306. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  307. }
  308. }
  309. bool ImGui_ImplDX11_CreateDeviceObjects()
  310. {
  311. if (!g_pd3dDevice)
  312. return false;
  313. if (g_pFontSampler)
  314. ImGui_ImplDX11_InvalidateDeviceObjects();
  315. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  316. // If you would like to use this DX11 sample code but remove this dependency you can:
  317. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  318. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  319. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  320. // Create the vertex shader
  321. {
  322. static const char* vertexShader =
  323. "cbuffer vertexBuffer : register(b0) \
  324. {\
  325. float4x4 ProjectionMatrix; \
  326. };\
  327. struct VS_INPUT\
  328. {\
  329. float2 pos : POSITION;\
  330. float4 col : COLOR0;\
  331. float2 uv : TEXCOORD0;\
  332. };\
  333. \
  334. struct PS_INPUT\
  335. {\
  336. float4 pos : SV_POSITION;\
  337. float4 col : COLOR0;\
  338. float2 uv : TEXCOORD0;\
  339. };\
  340. \
  341. PS_INPUT main(VS_INPUT input)\
  342. {\
  343. PS_INPUT output;\
  344. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  345. output.col = input.col;\
  346. output.uv = input.uv;\
  347. return output;\
  348. }";
  349. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  350. if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  351. return false;
  352. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  353. return false;
  354. // Create the input layout
  355. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  356. {
  357. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  358. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  359. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  360. };
  361. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  362. return false;
  363. // Create the constant buffer
  364. {
  365. D3D11_BUFFER_DESC desc;
  366. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  367. desc.Usage = D3D11_USAGE_DYNAMIC;
  368. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  369. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  370. desc.MiscFlags = 0;
  371. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  372. }
  373. }
  374. // Create the pixel shader
  375. {
  376. static const char* pixelShader =
  377. "struct PS_INPUT\
  378. {\
  379. float4 pos : SV_POSITION;\
  380. float4 col : COLOR0;\
  381. float2 uv : TEXCOORD0;\
  382. };\
  383. sampler sampler0;\
  384. Texture2D texture0;\
  385. \
  386. float4 main(PS_INPUT input) : SV_Target\
  387. {\
  388. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  389. return out_col; \
  390. }";
  391. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  392. if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  393. return false;
  394. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  395. return false;
  396. }
  397. // Create the blending setup
  398. {
  399. D3D11_BLEND_DESC desc;
  400. ZeroMemory(&desc, sizeof(desc));
  401. desc.AlphaToCoverageEnable = false;
  402. desc.RenderTarget[0].BlendEnable = true;
  403. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  404. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  405. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  406. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  407. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  408. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  409. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  410. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  411. }
  412. // Create the rasterizer state
  413. {
  414. D3D11_RASTERIZER_DESC desc;
  415. ZeroMemory(&desc, sizeof(desc));
  416. desc.FillMode = D3D11_FILL_SOLID;
  417. desc.CullMode = D3D11_CULL_NONE;
  418. desc.ScissorEnable = true;
  419. desc.DepthClipEnable = true;
  420. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  421. }
  422. // Create depth-stencil State
  423. {
  424. D3D11_DEPTH_STENCIL_DESC desc;
  425. ZeroMemory(&desc, sizeof(desc));
  426. desc.DepthEnable = false;
  427. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  428. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  429. desc.StencilEnable = false;
  430. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  431. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  432. desc.BackFace = desc.FrontFace;
  433. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  434. }
  435. ImGui_ImplDX11_CreateFontsTexture();
  436. return true;
  437. }
  438. void ImGui_ImplDX11_InvalidateDeviceObjects()
  439. {
  440. if (!g_pd3dDevice)
  441. return;
  442. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  443. if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  444. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  445. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  446. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  447. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  448. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  449. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  450. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  451. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  452. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  453. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  454. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  455. }
  456. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  457. {
  458. // Setup back-end capabilities flags
  459. ImGuiIO& io = ImGui::GetIO();
  460. io.BackendRendererName = "imgui_impl_dx11";
  461. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  462. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  463. // Get factory from device
  464. IDXGIDevice* pDXGIDevice = NULL;
  465. IDXGIAdapter* pDXGIAdapter = NULL;
  466. IDXGIFactory* pFactory = NULL;
  467. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  468. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  469. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  470. {
  471. g_pd3dDevice = device;
  472. g_pd3dDeviceContext = device_context;
  473. g_pFactory = pFactory;
  474. }
  475. if (pDXGIDevice) pDXGIDevice->Release();
  476. if (pDXGIAdapter) pDXGIAdapter->Release();
  477. g_pd3dDevice->AddRef();
  478. g_pd3dDeviceContext->AddRef();
  479. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  480. ImGui_ImplDX11_InitPlatformInterface();
  481. return true;
  482. }
  483. void ImGui_ImplDX11_Shutdown()
  484. {
  485. ImGui_ImplDX11_ShutdownPlatformInterface();
  486. ImGui_ImplDX11_InvalidateDeviceObjects();
  487. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  488. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  489. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  490. }
  491. void ImGui_ImplDX11_NewFrame()
  492. {
  493. if (!g_pFontSampler)
  494. ImGui_ImplDX11_CreateDeviceObjects();
  495. }
  496. //--------------------------------------------------------------------------------------------------------
  497. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  498. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  499. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  500. //--------------------------------------------------------------------------------------------------------
  501. struct ImGuiViewportDataDx11
  502. {
  503. IDXGISwapChain* SwapChain;
  504. ID3D11RenderTargetView* RTView;
  505. ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; }
  506. ~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
  507. };
  508. static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
  509. {
  510. ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
  511. viewport->RendererUserData = data;
  512. // When using SDL, PlatformHandleRaw will be the HWND (because PlatformHandle would be the SDL_Window)
  513. // If not using SDL, PlatformHandleRaw will be null and PlatformHandle will contain the HWND
  514. HWND hwnd = (HWND)viewport->PlatformHandleRaw;
  515. if (hwnd == 0)
  516. {
  517. hwnd = (HWND)viewport->PlatformHandle;
  518. }
  519. IM_ASSERT(hwnd != 0);
  520. // Create swap chain
  521. DXGI_SWAP_CHAIN_DESC sd;
  522. ZeroMemory(&sd, sizeof(sd));
  523. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  524. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  525. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  526. sd.SampleDesc.Count = 1;
  527. sd.SampleDesc.Quality = 0;
  528. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  529. sd.BufferCount = 1;
  530. sd.OutputWindow = hwnd;
  531. sd.Windowed = TRUE;
  532. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  533. sd.Flags = 0;
  534. IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
  535. g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
  536. // Create the render target
  537. if (data->SwapChain)
  538. {
  539. ID3D11Texture2D* pBackBuffer;
  540. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  541. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  542. pBackBuffer->Release();
  543. }
  544. }
  545. static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
  546. {
  547. // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
  548. if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
  549. {
  550. if (data->SwapChain)
  551. data->SwapChain->Release();
  552. data->SwapChain = NULL;
  553. if (data->RTView)
  554. data->RTView->Release();
  555. data->RTView = NULL;
  556. IM_DELETE(data);
  557. }
  558. viewport->RendererUserData = NULL;
  559. }
  560. static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  561. {
  562. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  563. if (data->RTView)
  564. {
  565. data->RTView->Release();
  566. data->RTView = NULL;
  567. }
  568. if (data->SwapChain)
  569. {
  570. ID3D11Texture2D* pBackBuffer = NULL;
  571. data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  572. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  573. if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
  574. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  575. pBackBuffer->Release();
  576. }
  577. }
  578. static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
  579. {
  580. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  581. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  582. g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
  583. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  584. g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
  585. ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
  586. }
  587. static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
  588. {
  589. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  590. data->SwapChain->Present(0, 0); // Present without vsync
  591. }
  592. static void ImGui_ImplDX11_InitPlatformInterface()
  593. {
  594. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  595. platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
  596. platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
  597. platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
  598. platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
  599. platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
  600. }
  601. static void ImGui_ImplDX11_ShutdownPlatformInterface()
  602. {
  603. ImGui::DestroyPlatformWindows();
  604. }